![]() Following this, I then demonstrate how I add the textures to the hair material in Character Creator to achieve a realistic look. From generating the hair textures to individually placing each card on the character’s scalp in Maya. I document my very first hair card attempt in this video. I can use these maps in Character Creator SkinGen for further parameter adjustments. I generate different levels of normal maps, including primary, tertiary and micro. This image shows that I join the two models to a Select Point Pairs node with the multi-channel albedo texture connected to the plane geometry. ![]() Followed by applying displacement maps to the model in ZBrush. I then explain how I employ Texturing.xyz’s multi-channel maps using Wrap3, ZBrush and Mari to create a collection of skin texture maps for the character. I start with morph sliders to achieve a base for the likeness and move over to ZBrush to begin sculpting. This video guides you through my texturing workflow. ![]() Part 2: Sculpting and Utilizing Multi-Channel Face Maps ![]() From the initial collection of reference images, the project guides you through using the morph sliders in Character Creator, to hair-card creation right through to enhancing the character’s look with Character Creator’s SkinGen tool. In this video, I give a quick overview of the project and what it will entail. The software he used includes Character Creator 3, Wrap3, ZBrush, Mari and Maya. In this tutorial, Sefki documents the process for creating a realistic real-time character in Character Creator 3 and its SkinGen tool, employing Texturing.xyz’s multi-channel maps. He is familiar with employing Texturing.xyz material maps, and has been selected as “2019 Artist of the Year” by Texturing.xyz. Sefki Ibrahim is a freelance character artist that specializes in photorealistic digital human works. A professional 3D artist shares his experience in creating a digital double with Character Creator and Texturing.xyz, to later inside Unreal Engine. ![]()
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